feat: fancy custom editor btns

This commit is contained in:
LordDemonix 2025-09-16 01:16:02 +02:00
parent 66240db1ee
commit a44ccf595e
2 changed files with 18640 additions and 1815 deletions

File diff suppressed because one or more lines are too long

View file

@ -4,6 +4,7 @@ using Unity.VisualScripting;
using UnityEditor;
using UnityEngine;
using UnityEngine.Rendering;
using static UnityEngine.GraphicsBuffer;
[ExecuteAlways]
public class GameManager : MonoBehaviour
@ -17,40 +18,43 @@ public class GameManager : MonoBehaviour
[SerializeField]
private GameObject NodePrefab;
[Header("Node Generation")]
[Range(0, 20)]
public float maxConnectionLength = 6;
[Range(0, 1000)]
public int nodeCount = 100;
[Header("Parameters")]
[Range(0, 100)]
public float maxConnectionLength;
public float hoverRadius = 50;
public List<Connection> connections = new List<Connection>();
private List<Node> nodes = new List<Node>();
[SerializeField]
public List<Connection> connections = new List<Connection>();
[Serializable]
public struct Connection
{
public Node nodeA, nodeB;
public bool allowed;
}
[ContextMenu("Generate Along Sphere")]
void GenerateAlongSphere()
public void GenerateAlongSphere()
{
connections.Clear();
nodes.Clear();
for (int i = NodeParent.childCount - 1; i >= 0; i--)
DestroyImmediate(NodeParent.GetChild(i).gameObject);
int pointCount = 100;
float radius = 20f;
float goldenRatio = (1f + Mathf.Sqrt(5f)) / 2f;
float angleIncrement = 2f * Mathf.PI * goldenRatio;
for (int i = 0; i < pointCount; i++)
for (int i = 0; i < nodeCount; i++)
{
float t = (float)i / pointCount; // von 0 bis 1
float t = (float)i / nodeCount; // von 0 bis 1
float inclination = Mathf.Acos(1f - 2f * t);
float azimuth = angleIncrement * i;
@ -66,8 +70,7 @@ public class GameManager : MonoBehaviour
}
}
[ContextMenu("Generate Connections")]
void GenerateConnections()
public void GenerateConnections()
{
connections.Clear();
@ -101,19 +104,100 @@ public class GameManager : MonoBehaviour
}
#if UNITY_EDITOR
#if UNITY_EDITOR
void OnDrawGizmos()
{
if (connections == null) return;
if (connections == null || SceneView.lastActiveSceneView?.camera == null) return;
// Linien respektieren den Z-Buffer
Handles.zTest = UnityEngine.Rendering.CompareFunction.LessEqual;
Camera cam = SceneView.lastActiveSceneView.camera;
foreach (var con in connections)
// Maus Screen-Koordinaten
Vector2 guiPos = Event.current.mousePosition;
guiPos.y = cam.pixelHeight - guiPos.y;
Vector3 mousePos = new Vector3(guiPos.x, guiPos.y, 0);
int closestIndex = -1;
float closestDist = float.MaxValue;
// Erster Durchlauf: kleinste Distanz merken
for (int i = 0; i < connections.Count; i++)
{
var con = connections[i];
Vector3 a = cam.WorldToScreenPoint(con.nodeA.transform.position);
Vector3 b = cam.WorldToScreenPoint(con.nodeB.transform.position);
// Punkt-zu-Segment Abstand statt Dreiecksformel
Vector3 ab = b - a;
Vector3 am = mousePos - a;
float t = Mathf.Clamp01(Vector3.Dot(am, ab) / ab.sqrMagnitude);
Vector3 proj = a + t * ab;
float dist = Vector3.Distance(mousePos, proj);
if (dist < closestDist)
{
closestDist = dist;
closestIndex = i;
}
}
// Zweiter Durchlauf: zeichnen
for (int i = 0; i < connections.Count; i++)
{
var con = connections[i];
Handles.color = con.allowed ? Color.green : Color.red;
Handles.DrawLine(con.nodeA.transform.position, con.nodeB.transform.position);
float thickness = (i == closestIndex && closestDist < hoverRadius) ? 5f : 1f;
Handles.DrawLine(con.nodeA.transform.position, con.nodeB.transform.position, thickness);
}
}
#endif
#endif
}
#if UNITY_EDITOR
[CustomEditor(typeof(GameManager))]
public class GameManagerEditor : Editor
{
public override void OnInspectorGUI()
{
// Standard-Inspector zeichnen
DrawDefaultInspector();
GameManager gm = (GameManager)target;
GUILayout.BeginHorizontal();
if (GUILayout.Button("Generate Sphere"))
{
gm.GenerateAlongSphere();
}
if (GUILayout.Button("Generate Connections"))
{
gm.GenerateConnections();
}
GUILayout.EndHorizontal();
if (GUILayout.Button("Generate"))
{
gm.GenerateAlongSphere();
gm.GenerateConnections();
}
}
}
[InitializeOnLoad]
public static class SceneViewUpdater
{
static SceneViewUpdater()
{
EditorApplication.update += () =>
{
if (SceneView.lastActiveSceneView != null)
SceneView.lastActiveSceneView.Repaint();
};
}
}
#endif